Wednesday, August 8, 2018

Change Notes for August 8, 2018





  • Interstitials
    • Next Up:
      • Shows you what's going to happen on the next dimension
      • Floor and wall art change to match what's up coming
      • random enemies from the upcoming level are thrown at the screen.
      • May decide to animate them in the future. May not.
    • End of Dimension
      • Shows you a visual representation of all of the critters you've killed
      • Not sure I like it.
      • If I do, then on the sound design phase, I'll change it so they show up "one at a time" which a stomping noise. Or maybe once stomp for each type of enemy.
        • yeah, that seems more likely, otherwise, we'll be here all day.
  • Fix a few bugs:
    • The dimension picker was all messed up
      • I was trying to be too clever when I first wrote it
        • If the code you write is at the limits of your cleverness, then you are, by definition, too stupid to debug it.
        • I was.
      • Had to rewrite it from scratch
        • Actually works now
      • At game start, it shuffles the list of available dimensions.
      • You'll go through that list until you've seen them each once.
      • Then it reshuffles.
      • So, the last of one complete run and the first of the next could be the same, otherwise, you won't see duplicates.
    • Found another "script_execute" bug or three.
      • Had my functions calls formatted wrong which resulted in some odd behavior.
      • Will do a dev-blog post on this as it's an interesting GMS2 specific behavior
    • My point-defense upgrade for the missile rig was setting the score rather than adding to it (= rather than +=)